{"id":803,"date":"2010-06-03T21:12:57","date_gmt":"2010-06-04T02:12:57","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/803"},"modified":"2016-11-15T16:48:51","modified_gmt":"2016-11-16T00:48:51","slug":"red-alert-storytelling","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/803","title":{"rendered":"Red Alert: Storytelling"},"content":{"rendered":"<p>As I plow my way through the 1990s, I seem to be avoiding the whole &#8220;Full Motion Video&#8221; phenomenon.  This ends now.  I wouldn&#8217;t call <em>Red Alert<\/em> primarily a FMV game &#8212; the actual gameplay is firmly within the world of 2D sprite graphics &#8212; but it was released at a time when the marriage of Silicon Valley to Hollywood still seemed like the way of the future &#8212; if not to gamers, then at least to the people who controlled game development budgets.  And so it shipped with two CD-ROMs full of low-quality video.<\/p>\n<p>The video content is at least a bit more ambitious than a lot of the era&#8217;s shoehorned FMV.  Where the original <em>Command &amp; Conquer<\/em> basically just had talking heads that gave you over-emoted mission briefings, <em>Red Alert<\/em> actually has a few FMV action scenes &#8212; ones that even show signs of <em>editing<\/em>.  It&#8217;s still strictly B-movie material, though, with thick accents substituting for characterization.  And whenever the video ventures outdoors &#8212; usually to show military vehicles either being deployed or finishing their mission objectives &#8212; we&#8217;re suddenly in Unconvincing CGI Land.  When you think about it, that&#8217;s a strange complaint.  After all, the vehicle sprites during gameplay look even less real.  Even putting aside the low pixel count, they basically look like toys &#8212; probably due to the flatness of the focus.  But at least they&#8217;re consistent with the level of stylization throughout that part of the game.  My problem with the CGI in the video sequences isn&#8217;t so much that it doesn&#8217;t look real as that it looks substantially less real than the live actors immediately preceding it in the same video clip.<\/p>\n<p>Also, in a way, I find the in-game sprite stuff to simply be more effective storytelling than the FMV sequences.  They keep including little set-pieces told with sprites and more or less without explicit narration.  For example, one mission starts you out with just a single Spy unit and instructions to infiltrate a certain building.  Spies are hard to detect, but not impossible: guard dogs, with their keen noses, are this game&#8217;s low-tech equivalent of anti-cloaking technology, and the player has to devote some effort to avoiding canine patrols.  One you enter the building, a truck parked in front drives off, illuminating new areas of the map as it goes: clearly the spy has secreted himself inside.  After it gets through a number of security checkpoints, the spy leaps out, leaving it to crash as you proceed to the next phase of the mission.  That&#8217;s a little story right there, told with toy trucks and toy soldiers.  It&#8217;s not in any way more sophisticated than the stories told through the video sequences, but it works better just because it&#8217;s told in a way that engages the player.  Partly because it&#8217;s interactive, but also partly because it leaves so much more to the imagination.<\/p>\n<p>Mind you, nearly every mission in <em>Red Alert<\/em> eventually degenerates into &#8220;kill everything&#8221;.  It would be kind of cool to see a game with RTS-like rules and presentation that stays at a more narrative and less game-like level.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As I plow my way through the 1990s, I seem to be avoiding the whole &#8220;Full Motion Video&#8221; phenomenon. This ends now. I wouldn&#8217;t call Red Alert primarily a FMV game &#8212; the actual gameplay is firmly within the world of 2D sprite graphics &#8212; but it was released at a time when the marriage [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[377,378],"class_list":["post-803","post","type-post","status-publish","format-standard","hentry","category-rts","tag-command-conquer","tag-command-conquer-red-alert"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/803","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=803"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/803\/revisions"}],"predecessor-version":[{"id":4540,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/803\/revisions\/4540"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=803"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=803"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=803"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}